basic npc
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
index 91456aa0afdbde6bb4f42937aceaab8399a06a79..621c28ab0f5852d8d801ed7c9bee0b08a00364a1 100644 (file)
  * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef ROUTES_H
-#define ROUTES_H
-
-#include <time.h>
+#pragma once
+#include "vg/vg_camera.h"
+#include "vg/vg_msg.h"
 #include "world.h"
-#include "world_gate.h"
-
-#if 0
-#include "shaders/vblend.h"
-#endif
-
-#include "shaders/scene_route.h"
-#include "shaders/routeui.h"
-
-
-VG_STATIC 
-void world_routes_local_set_record( world_instance *world, ent_route *route,
-                                    double lap_time )
-{
-   vg_success( "  NEW LAP TIME: %f\n", lap_time );
-
-   if( route->official_track_id != 0xffffffff ){
-      double time_centiseconds = lap_time * 100.0;
-      if( time_centiseconds > (float)0xfffe )   /* skill issue */
-         return;
-
-      highscore_record temp;
-      temp.trackid  = route->official_track_id;
-      temp.datetime = time(NULL);
-      temp.playerid = 0;
-      temp.points   = 0;
-      temp.time     = time_centiseconds;
-
-      highscores_push_record( &temp );
-
-      struct track_info *ti = &track_infos[ route->official_track_id ];
-      ti->push = 1;
-      
-      if( ti->achievement_id ){
-         steam_set_achievement( ti->achievement_id );
-         steam_store_achievements();
-      }
-   }
-   else{
-      vg_warn( "There is no associated track for this record...\n" );
-   }
-}
-
-
-VG_STATIC void world_routes_clear( world_instance *world )
-{
-   for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-      route->active_checkpoint = 0xffffffff;
-   }
-
-   for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
-      ent_gate *rg = mdl_arritm( &world->ent_gate, i );
-      rg->timing_version = 0;
-      rg->timing_time = 0.0;
-   }
-
-   world_global.current_run_version += 4;
-   world_global.last_use = 0.0;
-}
-
-VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route )
-{
-   vg_info( "------- time lap %s -------\n", 
-            mdl_pstr(&world->meta,route->pstr_name) );
-
-   double total_time = 0.0;
-   u32 last_version;
-   int validated = 1;
-
-   for( u32 i=0; i<route->checkpoints_count; i++ ){
-      u32 cpid  = route->checkpoints_start+(i+route->active_checkpoint);
-          cpid  = cpid % route->checkpoints_count;
-
-      ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, cpid );
-      ent_gate *rg = mdl_arritm( &world->ent_gate, cp->gate_index );
-                rg = mdl_arritm( &world->ent_gate, rg->target );
-
-      if( i == 0 )
-         total_time = rg->timing_time;
-      else{
-         if( last_version+1 != rg->timing_version )
-            validated = 0;
-      }
-
-      last_version = rg->timing_version;
-      vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
-   }
-
-   vg_info( "%u %f\n", world_global.current_run_version, world_global.time );
-
-   if( validated && (world_global.current_run_version == last_version+1)){
-      total_time = world_global.time - total_time;
-      world_routes_local_set_record( world, route, total_time );
-   }
-   vg_info( "----------------------------\n" );
-}
-
-/*
- * When going through a gate this is called for bookkeeping purposes
- */
-VG_STATIC void world_routes_activate_entry_gate( world_instance *world, 
-                                                 ent_gate *rg )
-{
-   ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
-
-   world_global.last_use = world_global.time;
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-
-      u32 active_prev = route->active_checkpoint;
-      route->active_checkpoint = 0xffffffff;
-
-      for( u32 j=0; j<4; j++ ){
-         if( dest->routes[j] == i ){
-            for( u32 k=0; k<route->checkpoints_count; k++ ){
-               ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, 
-                                                 route->checkpoints_start+k );
-
-               ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
-               if( gk == rg ){
-                  route->active_checkpoint = k;
-                  world_routes_time_lap( world, route );
-                  break;
-               }
-            }
-            break;
-         }
-      }
-   }
-
-   dest->timing_version = world_global.current_run_version;
-   dest->timing_time = world_global.time;
-
-   world_global.current_run_version ++;
-}
-
-/* draw lines along the paths */
-VG_STATIC void world_routes_debug( world_instance *world )
-{
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
-      ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
-      vg_line_pt3( rn->co, 0.25f, VG__WHITE );
-   }
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm(&world->ent_route, i);
-
-      u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
-                        0xff5442f5 };
-
-      u32 cc = 0xffcccccc;
-      if( route->active_checkpoint != 0xffffffff ){
-         cc = colours[i%vg_list_size(colours)];
-      }
-
-      for( int i=0; i<route->checkpoints_count; i++ ){
-         int i0 = route->checkpoints_start+i,
-             i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
-
-         ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
-                        *c1 = mdl_arritm(&world->ent_checkpoint, i1);
-
-         ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
-         ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
-
-         v3f p0, p1;
-         v3_copy( start_gate->co[1], p0 );
-
-         for( int j=0; j<c0->path_count; j ++ ){
-            ent_path_index *index = mdl_arritm( &world->ent_path_index, 
-                                                c0->path_start+j );
-
-            ent_route_node *rn = mdl_arritm( &world->ent_route_node,
-                                             index->index );
-
-            v3_copy( rn->co, p1 );
-            vg_line( p0, p1, cc );
-            v3_copy( p1, p0 );
-         }
-
-         v3_copy( end_gate->co[0], p1 );
-         vg_line( p0, p1, cc );
-      }
-   }
-}
-
-VG_STATIC void world_routes_place_curve( world_instance *world,
-                                         v4f h[4], v3f n0, v3f n2 )
-{
-   float t;
-   v3f p, pd;
-   int last_valid;
-
-   float total_length = 0.0f,
-         travel_length = 0.0;
-
-   v3f last;
-   v3_copy( h[0], last );
-   for( int it=0; it<128; it ++ ){
-      t = (float)(it+1) * (1.0f/128.0f);
-      eval_bezier3( h[0], h[1], h[2], t, p );
-      total_length += v3_dist( p, last );
-      v3_copy( p, last );
-   }
-
-   float patch_size = 4.0f,
-         patch_count = ceilf( total_length / patch_size );
-
-   t = 0.0f;
-   v3_copy( h[0], last );
-
-   for( int it=0; it<128; it ++ ){
-      float const k_sample_dist = 0.0025f,
-                  k_line_width = 1.5f;
-
-      eval_bezier3( h[0], h[1], h[2], t, p );
-      eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
-
-      travel_length += v3_dist( p, last );
-
-      float mod = k_sample_dist / v3_dist( p, pd );
-
-      v3f v0,up, right;
-
-      v3_muls( n0, -(1.0f-t), up );
-      v3_muladds( up, n2, -t, up );
-      v3_normalize( up );
-
-      v3_sub( pd,p,v0 );
-      v3_cross( up, v0, right );
-      v3_normalize( right );
-
-      float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
-      
-      v3f sc, sa, sb, down;
-      v3_muladds( p, right, cur_x * k_line_width, sc );
-      v3_muladds( sc, up, 1.5f, sc );
-      v3_muladds( sc, right, k_line_width*0.95f, sa );
-      v3_muladds( sc, right, 0.0f, sb );
-      v3_muls( up, -1.0f, down );
-      
-      ray_hit ha, hb;
-      ha.dist = 8.0f;
-      hb.dist = 8.0f;
-      if( ray_world( world, sa, down, &ha ) && 
-          ray_world( world, sb, down, &hb ))
-      {
-         scene_vert va, vb;
-         
-         v3_muladds( ha.pos, up, 0.06f, va.co );
-         v3_muladds( hb.pos, up, 0.06f, vb.co );
-
-         scene_vert_pack_norm( &va, up );
-         scene_vert_pack_norm( &vb, up );
-
-         float t1 = (travel_length / total_length) * patch_count;
-         va.uv[0] = t1;
-         va.uv[1] = 0.0f;
-         vb.uv[0] = t1;
-         vb.uv[1] = 1.0f;
-
-         scene_push_vert( world->scene_lines, &va );
-         scene_push_vert( world->scene_lines, &vb );
-
-         if( last_valid ){
-            /* Connect them with triangles */
-            scene_push_tri( world->scene_lines, (u32[3]){ 
-                  last_valid+0-2, last_valid+1-2, last_valid+2-2} );
-            scene_push_tri( world->scene_lines, (u32[3]){ 
-                  last_valid+1-2, last_valid+3-2, last_valid+2-2} );
-         }
-         
-         last_valid = world->scene_lines->vertex_count;
-      }
-      else
-         last_valid = 0;
-
-      if( t == 1.0f )
-         return;
-
-      t += 1.0f*mod;
-      if( t > 1.0f )
-         t = 1.0f;
-
-      v3_copy( p, last );
-   }
-}
-
-VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
-{
-   ent_route *route = mdl_arritm( &world->ent_route, route_id );
-   u32 last_valid = 0;
-
-   for( int i=0; i<route->checkpoints_count; i++ ){
-      int i0 = route->checkpoints_start+i,
-          i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
-
-      ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
-                     *c1 = mdl_arritm(&world->ent_checkpoint, i1);
-
-      ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
-      start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
-
-      ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
-
-      v4f p[3];
-
-      v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
-      p[0][3]  = start_gate->ref_count;
-      p[0][3] -= (float)start_gate->ref_total * 0.5f;
-      start_gate->ref_count ++;
-
-      if( !c0->path_count )
-         continue;
-
-      /* this is so that we get nice flow through the gates */
-      v3f temp_alignments[2];
-      ent_gate *both[] = { start_gate, end_gate };
-
-      for( int j=0; j<2; j++ ){
-         int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
-
-         ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
-         ent_route_node *rn = mdl_arritm( &world->ent_route_node,
-                                          index->index );
-         v3f v0;
-         v3_sub( rn->co, both[j]->co[0], v0 );
-         float d = v3_dot( v0, both[j]->to_world[2] );
-
-         v3_muladds( both[j]->co[0], both[j]->to_world[2], d, 
-                     temp_alignments[j] );
-         v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
-      }
-
-
-      for( int j=0; j<c0->path_count; j ++ ){
-         ent_path_index *index = mdl_arritm( &world->ent_path_index, 
-                                             c0->path_start+j );
-         ent_route_node *rn = mdl_arritm( &world->ent_route_node,
-                                          index->index );
-         if( j==0 || j==c0->path_count-1 )
-            if( j == 0 )
-               v3_copy( temp_alignments[0], p[1] );
-            else
-               v3_copy( temp_alignments[1], p[1] );
-         else
-            v3_copy( rn->co, p[1] );
-
-         p[1][3] = rn->ref_count;
-         p[1][3] -= (float)rn->ref_total * 0.5f;
-         rn->ref_count ++;
-
-         if( j+1 < c0->path_count ){
-            index = mdl_arritm( &world->ent_path_index, 
-                                c0->path_start+j+1 );
-            rn = mdl_arritm( &world->ent_route_node, index->index );
-
-            if( j+1 == c0->path_count-1 )
-               v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
-            else
-               v3_lerp( p[1], rn->co, 0.5f, p[2] );
-
-            p[2][3] = rn->ref_count;
-            p[2][3] -= (float)rn->ref_total * 0.5f;
-         }
-         else{
-            v3_copy( end_gate->co[0], p[2] );
-            v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
-            p[2][3] = end_gate->ref_count;
-            p[2][3] -= (float)end_gate->ref_total * 0.5f;
-            end_gate->ref_count ++;
-         }
-
-         /* p0,p1,p2 bezier patch is complete
-          * --------------------------------------*/
-         v3f surf0, surf2, n0, n2;
-
-         if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
-            v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
-
-         if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
-            v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
-
-         v3_sub( surf0, p[0], n0 );
-         v3_sub( surf2, p[2], n2 );
-         v3_normalize( n0 );
-         v3_normalize( n2 );
-
-         world_routes_place_curve( world, p, n0, n2 );
-
-         /* --- */
-         v4_copy( p[2], p[0] );
-      }
-   }
-
-   scene_copy_slice( world->scene_lines, &route->sm );
-}
-
-/* 
- * Create the strips of colour that run through the world along course paths
- */
-VG_STATIC void world_routes_generate( world_instance *world )
-{
-   vg_info( "Generating route meshes\n" );
-   world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 );
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, i );
-      gate->ref_count = 0;
-      gate->ref_total = 0;
-   }
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
-      ent_route_node *rn = mdl_arritm( &world->ent_route, i );
-      rn->ref_count = 0;
-      rn->ref_total = 0;
-   }
-
-   for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, k );
-
-      for( int i=0; i<route->checkpoints_count; i++ ){
-         int i0 = route->checkpoints_start+i,
-             i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
-
-         ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
-                        *c1 = mdl_arritm(&world->ent_checkpoint, i1);
-
-         ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
-         start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
-
-         ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
-         start_gate->ref_total ++;
-
-         if( !c0->path_count )
-            continue;
-
-         for( int j=0; j<c0->path_count; j ++ ){
-            ent_path_index *index = mdl_arritm( &world->ent_path_index, 
-                                                c0->path_start+j );
-            ent_route_node *rn = mdl_arritm( &world->ent_route_node,
-                                             index->index );
-            rn->ref_total ++;
-
-            if( j+1 < c0->path_count ){
-            }
-            else{
-               end_gate->ref_total ++;
-            }
-         }
-      }
-   }
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ )
-      world_routes_create_mesh( world, i );
-
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_lines, &world->mesh_route_lines );
-   }
-   vg_release_thread_sync();
-   vg_linear_del( world_global.generic_heap, world->scene_lines );
-
-   world_routes_clear( world );
-}
-
-/* load all routes from model header */
-VG_STATIC void world_routes_ent_init( world_instance *world )
-{
-   vg_info( "Initializing routes\n" );
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, i );
-      for( u32 j=0; j<4; j++ ){
-         gate->routes[j] = 0xffff;
-      }
-   }
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm(&world->ent_route,i);
-      mdl_transform_m4x3( &route->transform, route->board_transform );
-
-      route->official_track_id = 0xffffffff;
-      for( u32 j=0; j<vg_list_size(track_infos); j ++ ){
-         if( !strcmp(track_infos[j].name, 
-                     mdl_pstr(&world->meta,route->pstr_name))){
-            route->official_track_id = j;
-         }
-      }
-
-      for( u32 j=0; j<route->checkpoints_count; j++ ){
-         u32 id = route->checkpoints_start + j;
-         ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
-         
-         ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
-
-         for( u32 k=0; k<4; k++ ){
-            if( gate->routes[k] == 0xffff ){
-               gate->routes[k] = i;
-               break;
-            }
-         }
-
-         if( gate->type == k_gate_type_teleport ){
-            gate = mdl_arritm(&world->ent_gate, gate->target );
-
-            for( u32 k=0; k<4; k++ ){
-               if( gate->routes[k] == 0xffff ){
-                  gate->routes[k] = i;
-                  break;
-               }
-            }
-         }
-      }
-   }
-
-   world_routes_clear( world );
-}
-
-/* 
- * -----------------------------------------------------------------------------
- *                                    Events
- * -----------------------------------------------------------------------------
- */
-
-VG_STATIC void world_routes_init(void)
-{
-   world_global.current_run_version = 200;
-   world_global.time = RESET_MAX_TIME*2.0;
-   world_global.last_use = 0.0;
-
-   shader_scene_route_register();
-   shader_routeui_register();
-}
-
-VG_STATIC void world_routes_update( world_instance *world )
-{
-   world_global.time += vg.time_delta;
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-      
-      int target = route->active_checkpoint == 0xffffffff? 0: 1;
-      route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
-   }
-}
-
-VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot );
-
-VG_STATIC void render_world_routes( world_instance *world, camera *cam, 
-                                    int layer_depth )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   shader_scene_route_use();
-   shader_scene_route_uTexGarbage(0);
-   world_link_lighting_ub( world, _shader_scene_route.id );
-   world_bind_position_texture( world, _shader_scene_route.id, 
-                        _uniform_scene_route_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_route.id,
-                        _uniform_scene_route_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_route.id,
-                                 _uniform_scene_route_uLightsIndex, 4 );
-   bind_terrain_noise();
-
-   shader_scene_route_uPv( cam->mtx.pv );
-   shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
-   shader_scene_route_uMdl( identity_matrix );
-   shader_scene_route_uCamera( cam->transform[3] );
-   shader_scene_route_uBoard0( TEMP_BOARD_0 );
-   shader_scene_route_uBoard1( TEMP_BOARD_1 );
-
-   mesh_bind( &world->mesh_route_lines );
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-
-      v4f colour;
-      v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
-      colour[3] = route->factive*0.2f;
-
-      shader_scene_route_uColour( colour );
-      mdl_draw_submesh( &route->sm );
-   }
-
-   shader_model_gate_use();
-   shader_model_gate_uPv( cam->mtx.pv );
-   shader_model_gate_uCam( cam->pos );
-   shader_model_gate_uTime( vg.time*0.25f );
-   shader_model_gate_uInvRes( (v2f){
-         1.0f / (float)vg.window_x,
-         1.0f / (float)vg.window_y });
-
-   mesh_bind( &world_global.mesh_gate );
-
-   /* skip writing into the motion vectors for this */
-   /* TODO: draw future gate if the one we're looking through is to be passed,
-    *       instead of current gate */
-   glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-
-      if( route->active_checkpoint != 0xffffffff ){
-         v4f colour;
-         float brightness = 0.3f + world->ub_lighting.g_day_phase;
-         v3_muls( route->colour, brightness, colour );
-         colour[3] = 1.0f-route->factive;
-
-         shader_model_gate_uColour( colour );
-
-         u32 next = route->active_checkpoint+1+layer_depth;
-             next = next % route->checkpoints_count;
-             next += route->checkpoints_start;
-
-         ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
-         ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
-         shader_model_gate_uMdl( gate->to_world );
-
-         for( u32 j=0; j<4; j++ ){
-            if( gate->routes[j] == i ){
-               mdl_draw_submesh( &world_global.sm_gate_marker[j] );
-               break;
-            }
-         }
-      }
-   }
-   glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
-}
-
-#endif /* ROUTES_H */
+#include "network_msg.h"
+
+void world_routes_init(void);
+void world_routes_fracture( world_instance *world, ent_gate *gate,
+                               v3f imp_co, v3f imp_v );
+void world_routes_activate_entry_gate( world_instance *world, 
+                                          ent_gate *rg );
+void render_world_routes( world_instance *world, 
+                          world_instance *host_world,
+                          m4x3f mmdl, vg_camera *cam, 
+                          int viewing_from_gate, int viewing_from_hub );
+
+void world_gen_routes_ent_init( world_instance *world );
+void world_gen_routes_generate( u32 instance_id );
+void world_routes_update_timer_texts( world_instance *world );
+void world_routes_update( world_instance *world );
+void world_routes_fixedupdate( world_instance *world );
+void world_routes_clear( world_instance *world );
+void world_routes_recv_scoreboard( world_instance *world, 
+                                   vg_msg *body, u32 route_id,
+                                   enum request_status status );